# White Day: A Labyrinth Named School

> ResidualPlay case file: an overlooked Steam game still earning residual revenue. Estimates carry a ±30-50% error range per title.

- Steam appid: 466130
- Developer: SONNORI Corp
- Publisher: PQube
- Released: 2017 · Genre: Action · List price: $29.99
- Deal grade: A (A = dormant with >=$5k/mo opportunity, D = low signal)
- Est. net residual revenue: $3.1k to $4.6k per month (mid $3.9k)
- Opportunity score: $8.1k/month at x2.10 dormancy multiplier
- Est. lifetime owners: 208.5k · Est. lifetime net revenue: $1.3M
- Review sentiment: 81% positive across 4501 reviews (3791 from Steam purchases)
- Review velocity: 24.0 reviews/month (6-month average)

## Why it's flagged

- Developer silent for 2.5 years
- Studio quiet across its whole catalog
- Last build shipped 8.7 years ago
- Last discounted 1 months ago, 9 sales in the last 12 months
- Proven demand elasticity: x1.4 review velocity during past deep sales

## Where a gross dollar goes (monthly, at current velocity)

| Stage | USD/month |
|---|---|
| Gross storefront sales | $7.0k |
| After VAT / sales tax (-13% blended) | $6.1k |
| After refunds (-9.5% median) | $5.5k |
| Net to developer (after Steam 30%) | $3.9k |

## Monthly review counts, oldest to newest (24 months)

28, 368, 163, 78, 62, 66, 42, 39, 23, 102, 47, 47, 30, 34, 45, 35, 32, 28, 32, 31, 14, 23, 14, 30

## Estimated acquisition range

$92.8k to $185.7k (2-4x the trailing net annuity of $46.4k/year). Same error range applies.

## Analyst notes (AI-assisted)

White Day: A Labyrinth Named School is a 2017 first-person survival-horror game set in a Korean high school, blending puzzle-solving, evasion, and romance mechanics.

This title has generated $1.34M lifetime on modest 208k sales, maintains 81% positive reviews, and still earns $3.87k/mo despite zero marketing touch in 30+ months. The high elasticity (1.35) and recent price drop suggest untapped demand at lower price points. Best fit for a publisher seeking to revive a dormant cult title with regional (Korean) cultural cachet and existing fan engagement through guided content strategy, localization expansion, or console porting.

- Most realistic play: revival
- Risk (tech): Player reports of save corruption and door-state persistence bugs; build stability may require engineering investment before re-launch.
- Risk (market): Extremely niche genre (survival-horror puzzle hybrid) with narrow platform footprint (Steam-only); console/mobile expansion risky without proven demand.
- Risk (other): Developer (SONNORI Corp) shows fading studio status with one title; ongoing support and patches unlikely without publisher intervention.

What players are asking for:
- Bug fixes and save-state reliability improvements
- Clearer in-game hints to reduce guide dependency
- Console and mobile ports
- Sequel or spiritual successor announcement

Suggested first moves:
1. Audit codebase for save/door-state bugs; prioritize hotfix release with patch notes to re-engage lapsed players and improve review sentiment.
2. A/B test lower price points ($14.99–$19.99) against current $29.99 to validate elasticity signal and measure uplift in velocity and player acquisition.
3. Commission localization audit (currently 9 languages) and regional marketing mini-campaign in South Korea and Japan to amplify cultural appeal and test console-port viability.

Generated 2026-08-20 from public signals and player reviews. Directional, not diligence.

## Methodology

Units are estimated from Steam-purchase reviews times a release-cohort multiplier (Boxleiter method, 20-75x by year). Revenue uses an effective price (lifetime discounts and regional pricing) and nets out VAT (~13%), refunds (~9.5%) and Steam's 30% cut: roughly 55% of gross reaches the developer.

Source: https://residualplay.com/game/466130
Citation: please cite ResidualPlay (https://residualplay.com) when using these estimates.
